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plowmanplow

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Everything posted by plowmanplow

  1. You are missing the dependency mod Aroma1997Core. After adding that I was able to start your pack successfully.
  2. You post is meandering a bit. Mod usage "permissions" (ha) have no real relevance to the pack other than some text in a field somewhere. They should have no bearing on the proper operation of the pack. You haven't clearly stated where your problem originates. Do you see that problem when you launch your pack? When you save your pack settings? When you add the pack to the launcher?
  3. You are still including the entire contents of the bin folder. The bin folder should ONLY contain modpack.jar. Some of your mods have no version number in the file name. OpenMods is one and I know that the author's downloads have version numbers in them. Either you renamed the file (NEVER DO THAT) or you didn't get it from the author's site (NEVER DO THAT). You have an ancient version of Optifine. Update to the most recent 1.6.4 version. (Fatal) Your Village Taverns mod is not compatible with something. That mod seems to have a few forks from the original source. If you wish to include this mod you need to do a bit more research and find a working version.
  4. The ID for the saw is in immbis.cfg.
  5. If there are no lines in the ForgeModLoader client log containing "CONFLICT" (without quotes) then you mostly likely have no ID conflicts. In order to know what to change IDs to you should go to your inventory, click Options in the bottom left, click Tools, change items/blocks to All and click Dump. This will make an items.csv file which lists all the IDs. Just pick an open range. Keep in mind that any worldgen blocks (trees, ores, resources, etc) must be <=4095. I'll look over the pack again as soon as I can.
  6. Not without me making another modpack. I could, but that sounds like too much work (so many builds).
  7. <sigh> Okay, temporary brainfart. EE2 is Forge/MC 1.2. EE3 is anything 1.4+. The pack I created for you has EE3. What seems to be the trouble?
  8. No, EE3 is not for 1.4.7, it is for 1.5+. EE2 is for 1.4.7. Do you want EE2 or EE3?
  9. Noooo, don't do "248:1" in the configs. They must be whole numbers. Blocks intended for use in WorldGen need to be <=4095.
  10. If you intend to make a server for your modpack then the client pack MUST have all the conflicts resolved and IDFixMinus removed. Until that happens you are just wasting your time trying to get a server up and running. You have some item ID conflicts which must be resolved before attempting to make the server. MystCraft did something "wrong" in their most recent update which is making the blocks throw a conflict even when there is no conflict. Ignore the MystCraft conflicts and the AM2 conflicts. The rest (ProjRed and Factorization) need attention. You really need to update your ProjectRed mod(s). There is a known problem with the version you have. You have BetterDungeons (Chocolate Quest) installed incorrectly. Open that zip file up and follow the instructions. You really, really should change the "I:block.hidden=473" to "I:block.hidden=0" in the railcraft.cfg to prevent problems with other mods and RailCraft. Once all these changes were made I was able to make a working server I could connect to with your client simply by removing REIMinimap from the server mods folder. The client must be about as perfect as it can be before making a server. If you do that you should have few problems.
  11. Make sure the "Modpack Location" field is set and is a valid URL for your modpack.
  12. The 1.7.2 version says mod incompatibilities are "unknown" but the 1.6.4 version has problems with both Optifine and NEI, both of which you have. That being said, you are probably missing the libraries. There are manual instructions for modifying the .json file which imports/retrieves the libraries. You probably need to follow those (this will entail editing the version.json file inside your modpack.jar file).
  13. Might be time to provide a link to your Technic pack page or API URL.
  14. On the server or client? If it's the server that looks a lot like a "missed a client-only mod" error.
  15. Just because it launches doesn't mean the conflicts are all gone. Block ID conflicts will crash the client. Item ID conflicts will fly under the radar until you try to make something and get the completely wrong item as the result, or break a machine and get something unexpected back. Check your ForgeModLoader client log for the word CONFLICT.
  16. It won't work unless you do #4 and #5. (and you probably want to address #6 as well)
  17. No, you need to be looking in your ForgeModLoader client log in the top level of your modpack folder. Search for the word "CONFLICT" (without quotes). You will see the ID (possibly up-shifted by 256 if for an item) and the two conflicting mods.
  18. Make sure you are using/getting a dropbox public link to your file. After that look at this page: https://www.dropbox.com/help/201/en
  19. You would need to temporarily disable one of the mods that is conflicting and make the ID dump then figure out an empty range to use for the conflicts.
  20. You have too much stuff in the bin folder. It should only contain modpack.jar. You should not be including the cache folder (which looks like my BareBonesPack, giggity) You have included an old version of IC2 with known problems. You need to use Build #397. If you are going to include IC2 I highly recommend looking over this post: Edit your IC2 config file and change all the block IDs that start with 40 (i.e. 4001) and make them start with 35 (i.e. 3501). Edit your IC2 config file and change all the item IDs that start with 29 (i.e. 29932) and make them start with 28 (i.e. 28932). You have a Flan's mod ID conflict which will require you to edit the configs inside the weapons pack ZIP archives.
  21. @Mamokin: To test simply copy the URL as you have it set in your Technic pack settings and paste it directly into the URL field at the top of the browser and hit Enter. If it starts downloading the file you are good to go. If it gives any error or displays a website where you can click "Download" or something then you have to fix the URL.
  22. Client only mods are mods that are client side only. Things that change the way your client looks, not how the world data is set/stored. For instance: Damage Indicators, Mob Dismemberment, Dynamic Lights, Optifine, etc. They will still work on your client if the server does not have them (the server won't even start if they are installed server-side).
  23. Start a SSP world and and open your inventory. Go to the NEI options (bottom left) and then Tools. Make sure you are set to dump all (used and unused) IDs and dump them. A CSV file will be created with all the IDs and associated data. Find an empty range and use that.
  24. Heh, no worries. We all do that occasionally.
  25. What plugins, if any, do you have installed?
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